Tactical Combat Overhaul - Updates

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PC Tactical Combat Overhaul 2.7.6

Updates for Helldivers 2
Added maximum swimming duration based on loadout weight, where heavier loadouts drown faster that lighter ones. Inspired by Liber-Tea-Enjoyer's Unlimited Swimming Mod. Probably not compatible but if you're here it's because you like more challenging mods anyway.
Fixed a polling issue by logging some additional data. Several mods (notably TCO base and TCO Core) now use the more modern structure I made for Ghosts and Goliath. This has brought frame spikes from ~80ms to ~11 (at least on my machine.)

On a user side, I switched to dev testing this on my old G7 7700 rather than my full PC :)
TCO v.2.70 adds a new component mod: Ghosts and Goliath.

This mod reads your armor class and equipped gear to smoothly modify your detection distance.

It interfaces with all existing stealth perks to provide more importance is selecting a class. Heavy armor users with big guns and backpacks now draw aggro from farther, leading to epic last stands mowing down hordes. Meanwhile their light armor teammates with simple kits are even sneakier, slipping into a fortress to plant their explosives while their foes focus on their friends.

Mod is fully adjustable and allows users to adjust how much emphasis is given to certain pieces of kit. Inverted ergonomics is used to estimate weight of weapons, and armor score is used as a weight for armor. This means "in-between" armors like the B-24 Enforcer (with 129 armor) get a stealth rating that is "in-between" medium and heavy.
- One Handed weapons can now be fired while running without slowing down.
- Strafing cannot be fixed while running using the dependencies I have. I recommend not strafing because it looks goofy, but this is the best that I can do with the tools AH has left lying in the mud graciously given us.
- Lag on TCO: Run-N-Gun should be much lower
- Lag on TCO: Core should be a little lower, despite all of the new features. This is achieved by beginning a search for your weapon where it was last found, so if you have a laggy start to a mission, that is normal and should clear up.
- Shellshock now uses Deaf instead of Hallucination, which AH appears to have written over in the recent server maintenance.
Stance now has sliders to affect reload speed, along with defaults for each preset.

The longstanding bug in which stamina was cost without actually mantling anything has been fixed, although it's a little janky visually.
Stims now have a toggle to allow them to restore stamina.
Run-n-Gun should be easier on the framerate now. Special thanks to Ammo875 for helping me debug it.
Another of my mods (Slippery When Wet) previously depended on TCO, but the shift from a monolithic to separable mod broke it. It is now another package which is NOT a dependency.
Hi guys,

I've added Concussive Blasts as a subset of the mod, to be turned on or off. It expands the "shellshock" mechanics from stun grenades (extraordinarily rare to affect yourself with) and applies it to all nearby explosives. Sliders allow you to adjust the effects, radius, duration, etc. The goal is the milsim "flashbang" feeling of reeling when an automaton rocket misses, but lands close.

Stance now also has controls in the "core" TCO menu to adjust reload speed and sway. Presets are as follows:

PositionReload AffectSway Effect
StandingMediumWorst
CrouchingBestMedium
ProneWorstBest

These can be adjusted to your liking, but are supposed to represent my experience trying to load a 45-round mag while prone lol.

Lastly, a rework of the front page is underway to make each subset of the mod easier to understand.

Known issues:
[*] Shellshock's controls are still reversed, even if this is toggled off. May be possible to fix- if not, I will remove the toggle. No reason to have false hope.
[*] Reload speed is not applying based on stance. Looking into it.
Added the ability to shoot (and melee) while sprinting, with locks so you can only shoot forward, as well as adjustable stamina and sway penalties for doing so. Exceptions can be made for 1-handed weapons in the mod settings panel. This restriction is necessary because quite frankly there's no animation structure to shoot sideways while strafing at sprint-level speeds, and it looks goofy.

This should also allow a sort of bayonet charge, which should increase damage if you have melee charging turned on. It should also knock the enemy around a bit if that's enabled.

If you only want this new feature, you can get it as a standalone mod here.

Ongoing work:
[*]Reload speed penalties based on movement, exhaustion, and stance.

Known issues:
[*]Mantling without anything to mantle on to costs stamina, and small mantles (the animation where you stop and step up) cannot be differentiated from big ones (the ones where you pull your entire body up). Afaik there is no code I can access that makes the difference obvious, so I am trying to tune it to detect each based on timing and Y-axis translation.